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Rym is full of vast unclaimed territories, but Fallen Axis is the major focal point of countless scavengers, artificers, adventurers, and fortune-seekers, for it contains the wealth of the lost Bygone. Ostensibly controlled by the Arcanar Guild, it’s a blighted wasteland of lifeless desert, ton-craters, and ruined cities, and it’s absolutely full of ancient wonders that people would kill for. The Decider in particular has vast numbers of agents scouring the dead landscape for a bounty list of specific things, be they components of her current project, weapons of the ancient world, or game-changing artifacts that haven’t been seen in centuries. You better have a permit, though, if you’re going here. Otherwise, her goons are going to feel perfectly justified in killing you and taking anything you might have found in the territory she’s claimed as her own. That’s not to say there aren’t dozens of scavenging crews operating outside of guild fiat, but officially it’s even risker to go scrounging without a paid permit.
Guild Work: This is what the Arcanar Guild is all about – if you work for them, they might send you here if you’re good enough. Working for them can be very profitable, especially if you hand over what you find without question. They might even let you keep a few trinkets if they’re not on the bounty list, but don’t you dare try and hide anything. Maybe it’s better that way – the stuff you find is mostly incomprehensible junk that only their artificers really know how to fix or use. For you, the reward comes in favor and pazools, the triangular token-coins that can buy much more desirable objects from their vendomats. But the real prizes are on the bounty list, and if you find one you might just get invited to live in the Decider’s paradise islands, enjoying the benefits of guild favor and her gratitude.
Off the Books: Oh, aren’t you ambitious? It’s a big territory, and the Arcanar Guild isn’t everywhere. They only control a few major ports off this dead landscape and if you’ve got your own, you might have the minerals or even the knowledge to keep and use what you find. Imagine what a Water Doubler or Centipede Tank would fetch on the open market, or from some gorg collector in a neutral territory like Haun? You might find a whole shipping crate full of life-extension pills, or weapons of the Bygone you could use to get revenge on the one who killed your friends. You might even find some new friends of a similar motivation, but be careful. If the guild catches you wandering around without a permit they will leave your dry bones out as a warning to others. The secret is not getting caught, or maybe just killing the ones who catch you and taking their stuff.
Encounters: This is a high-level area, you could say, with rival high-level opposition, encounters, and even natural hazards like ton-storms and crazed Machines. You’ll need a lot of survival gear, knowledge of ancient kuilyat and iconic languages, and a fistful of pazools to pay for certain points of entry or access. The place was a plutocratic meritocracy, which means that there’s coin slots everywhere. You need to invest if you’re going to get anywhere, and this is the only place where those triangular coins are good for anything. Much of the wasteland is still unexplored – they’ve been looting for two hundred years and they’ve barely scratched the surface, but that might be due to the lack of skilled looters. The old city domes are particularly dangerous, as they’re still full of glass eyes and tin ears, and the biggest concentration of competition. There are no real settlements outside of scavenger encampments or guild juggernauts, always moving from place to place in search of what the wind might have uncovered.
Ruins: There are five large city domes – Aeon, Profectus, Halcyon, Zin, and Argos. This is where you’ll find all the best stuff, and have a little shelter from the wasteland, but it’s also where you’ll find a lot of potential competition. Other scavengers, often more experienced, will be looking for the same loot, and even if you’ve got a permit they might not think twice about scrunking you and taking it off your corpse. Of course, that goes both ways, so you might save yourself some trouble by just hunting them down yourself and doing the same to them. It happens all the time. The biggest scores are the sealed shelters and caches filled with Quiet Air, the gas preservative which filled many of the underground regions to ‘preserve’ them from the outside world on the Day of Victory. Stuff in those places is still in mind condition, and will tend to fetch the highest price or the greatest gratitude from Her Excellency.
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